userBill Bcancel
branchrust_reboot/maincancel

405 Commits over 670 Days - 0.03cph!

Today
Split the CanInteract method instead of using an overload. See if this fixes the mysterious MissingMethodException on Staging.
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Today
- Added the transitional animation for going from standing to crawling state - Fixed going to wounding state while crouching not showing the correct animation
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Today
Increase water factor when crawling, to account for the player's much lower head position
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Today
Don't allow climbing ladders while crawling
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Today
Added (admin only) console command "recover" as a partner to the existing "injure". Recovers from wounded state.
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Today
Merge NewWounding->Main
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Yesterday
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Yesterday
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7 Days Ago
Add a slight additional buffer to the clipping check for vehicle seats that are right at ground level (e.g. Chippy arcade machine)
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7 Days Ago
Fixed not being able to mount minicopter due to overzealous clipping check
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14 Days Ago
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34 Days Ago
Fix modular cars sending a full network sync every tick when they don't have to
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35 Days Ago
Added CheckInsideAnyCollider, covering checks on colliders of all types
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35 Days Ago
Commit my CheckInsideNonConvexMesh method, currently unused
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37 Days Ago
For whatever reason UI shaders never seem to be lit quit right, ending up too bright or dark in different situations. I've now made a basic playing card plane and applied the card texture to it, and using that as the backing for the community cards instead. That gets it lit correctly, and then the UI component just adds a multiplied sprite of the card's actual content. Same trick the hand-held cards use.
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37 Days Ago
Adjust card material brightness
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37 Days Ago
Merge CardGames->Main again
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37 Days Ago
Merge CardGames->Main
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37 Days Ago
Merge WorkCart->Main. Bug fixes and minor improvements.
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37 Days Ago
Merge CardGames->Main. Adds: - Visible community cards on the table - Chips on the table that match the actual pot - Improved UI performance
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44 Days Ago
Change packages-lock.json com.unity.ide.rider dependency com.unity.test-framework version back to 1.1.1, and commit missing and changed meta files from the backport merge.
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44 Days Ago
Make cardtable_gibs read/write enabled (fix "CollisionMeshData couldn't be created...")
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49 Days Ago
Change magnet crane animator to physics mode
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50 Days Ago
Minor layer edit to modular car chassis
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50 Days Ago
Changed one of the front cylinders back to world layer, since it might conceivably bump into stuff
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50 Days Ago
CylinderBase01, CylinderBase02, CylinderBase03, CylinderTop02, Collider (the small one on the arm), and CylinderTop01 changed from Vehicle World to Vehicle Detailed. The Vehicle World layer is only used for actual driving physics, so anything that's not a big chunky area of a vehicle can probably be on the Vehicle Detailed layer instead, which handles the detailed collisions from players or bullets.
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50 Days Ago
Changed magnet crane fence colliders from Vehicle World to Vehicle Detailed layer
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50 Days Ago
Fix magnet crane eye position body clipping
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51 Days Ago
Fixed Reveal Hand not playing the right action's sound. Made the check sound quieter.
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51 Days Ago
Fixed Playground and BillBTestMap terrain after HDRP backport merge
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56 Days Ago
- Fixed the player being left holding cards if they go all-in in a two-player game and get kicked after the result for losing all their scrap. - Line endings fixed in CardTableSeat
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56 Days Ago
Poker: If there's NOBODY else in the game at the end of a round, that always means you won (wasn't a real bug but the UI would in some cases only show the scrap as "returned" instead of "won")
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56 Days Ago
Poker: Fix double-showing a result if there are no primary winners
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56 Days Ago
Rename the card table next round phrase since the text content/meaning has changed
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56 Days Ago
Update comment to match current behaviour
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56 Days Ago
Poker: - Correctly pay out abandoned scrap if there's only one invested player - Removed unused param from LeaveCurrentRound
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57 Days Ago
Poker - end the game as expected when one player leaves a two-player game (regression bug on Staging)
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57 Days Ago
Don't make the player hold space/esc to leave the poker UI if they aren't in a game yet
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57 Days Ago
Code review: Use MovePosition instead of Teleport in HandleMountedOnLoad
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57 Days Ago
Adjusted seat positions on card tables, fixing the ones where the player's held cards could clip into the table contents
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57 Days Ago
Fixed players dying while playing poker causing the cards they were holding to stay floating there. You know you can't play with ghost cards, bro.
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57 Days Ago
Fixed SetFloatFixed using the deltaTime parameter instead of the dampTime parameter in the dampTime field. Reduced 'speed' and 'vehicleSteering' dampTimes since they became pretty slow - since all the parameters have been using deltaTime instead of the actual dampTime since 35700 this wasn't visible before. This bugfix fixes the glitchy animations on players holding guns in demos, although that seems to be partly related to another bug where demos are running around 4% slow.
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58 Days Ago
When PositionLerp wipes, reset the timeOffset values. Fixes players sliding at the start of demos after jumping to a new position: The TimeOffset was using old values from the previous run until the full TimeOffsetInterval passed and all the old values got shuffled out.
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2 Months Ago
Cherry-pick my modular car terrain detection work
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2 Months Ago
Merge WorkCart->Main
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2 Months Ago
Merge CardGames->Main
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2 Months Ago
Merge CardGames->Main. Protocol++. Adds: - Only the winner(s) in a showdown is now forced to show their hand. Others players can choose to show. - Local player can still see what cards they had in the left-side UI after folding. - Winner's hand is now shown in the central UI alert.
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2 Months Ago
Disable raycasting on market terminal UI elements
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2 Months Ago
Electrical counter fixes: - Visual: Font size now scales smaller when the number doesn't fit - Visual: Better centered the numbers - Performance: Set the camera on the UI canvas on init, so Unity doesn't call FindObjectWithTag on it constantly. Disabled Raycast Target on a couple of UI elements.
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2 Months Ago
[Editor only] Allow overriding the F9 screenshot resolution with any specified resolution
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